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Post by mijapi300 on Apr 19, 2017 13:32:55 GMT -5
Maybe I'm misunderstanding... But he won't be in range of any of those if using tulumbus... Her Opponent won't be standing still. Also, while she waits for reload her Opponent(s) will be closing in on her, placing her in range. You have to stay on the move with the Rogotka. Also, Map variance plays a part too. There will be no true place to "hide" long enough while reloading. The Rogotka, imo, needs to Run and Gun. In a straight up Toe-to-Toe it can defeat a Garath using Molots, I did several times on the TS but it cannot sustain constant fire. Either a 3rd hard point or more armour is needed... The are only two bots in the game capable(maybe none factoring in the jump) of closing in on the new Rog. A Tulumbas Rog would only need to worry about range of weapons over 500m.
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Post by ⓣⓡⓘⓒⓚⓨ48 on Apr 19, 2017 13:48:37 GMT -5
OK... we are talking about using Tulumbus... right? The same thing that the most successful midrange bot in the game is using... the RDB. The much slower and less jumpy version of the Rog. So, if all those things are true... it would be even moreso for the Griffin. Yet, that bot rocks socks right off your feet... I just don't understand why a faster, more nimble bot, can't play the same game that the RDB bot plays, but better. The only real drawback is the lack of the extra weapons, but... if in a Rog you could be more flexible in your targets and go where you are needed easier and faster, which may make up for the loss of the Pins. I am not trying to argue... but I just am not seeing that the tulumbus is more dangerous than getting in the short range game. Its 33% less damage which is significant. I don't know what the new numbers are, but if it is anything close to what it is right now, your firepower is similar to trident Carnage with less range and dpm because of the reload. It's easy to overestimate the new reload mechanics. It's really useful in that you can finish off someone that survives a full salvo with a sliver of health left, and to mitigate damage of a misfire. But I don't think they are intended to increase its dpm. I'm not sure what this was in response to in my post... I stated already that the damage might not be worth it... this post was in regards to him saying that using tulumbus would put the rog in range of short range weapons so it's bad... but then said that the user should use them (Tarans and Orks) so that they can be in range of short range weapons, which was good. I was confused... look back at what I was originally responding to... maybe I am a little off today... but I was pointing out that the Griff can use Tulus and not be in range of short range weapons, so why couldn't the Rog? *SHRUGS*
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Post by The VVatcher on Apr 19, 2017 14:17:55 GMT -5
Its 33% less damage which is significant. I don't know what the new numbers are, but if it is anything close to what it is right now, your firepower is similar to trident Carnage with less range and dpm because of the reload. It's easy to overestimate the new reload mechanics. It's really useful in that you can finish off someone that survives a full salvo with a sliver of health left, and to mitigate damage of a misfire. But I don't think they are intended to increase its dpm. I'm not sure what this was in response to in my post... I stated already that the damage might not be worth it... this post was in regards to him saying that using tulumbus would put the rog in range of short range weapons so it's bad... but then said that the user should use them (Tarans and Orks) so that they can be in range of short range weapons, which was good. I was confused... look back at what I was originally responding to... maybe I am a little off today... but I was pointing out that the Griff can use Tulus and not be in range of short range weapons, so why couldn't the Rog? *SHRUGS* Oh you were talking about ranges. I misread it then.
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Post by Ⅎ₹ѺC₭₩ELDEℲ₹ on Apr 19, 2017 14:19:01 GMT -5
Wrong post
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Post by Firebeard on Apr 19, 2017 14:35:38 GMT -5
Firstly, what everyone is forgetting is there is more than one Opponent. Jumping into Tulumba range, unloading then trying to find a safe place to hide is a Fool's errand. It's inevitable She will be caught in a crossfire or fail to see her Opponent's teammate closing in.
My experience, currently using one as well as on the TS, was to range my Opponent with Molots, not for damage but for fear of annihilation.
Secondly, the "Jump" function can be damaged - then what? You've lost your advantage and are now Prey. Think about the battlefield...
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sidebandit
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Post by sidebandit on Apr 19, 2017 19:17:34 GMT -5
Firebeard If the tulumbas reload mechanism gets updated, put it on rog, it might just work out great. I dunno, what do you think? It would be the range that concerns me. Tulumbas are devastating when you unload a complete salvo(s). But so are Tarans, Magnums and Aphids - all of which You will be in range of. The low durability of the Rogatka will make your odds of survivability extremely low, as well. It would be akin MAD (Mutually Assured Destruction).
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Post by DirtyLikaRat® on Apr 19, 2017 19:32:39 GMT -5
Do you think I should have more than 1? Would it be like a new generation of the old mm geps? Do not interfere your opinion with dash (which I believe it'll be a real money bot, otherwise dash rog will be my permanent hanger until future changes) Of course in typical DLR tradition.. I did a drunken purchase a week ago of two Rogs.... Leveled em to 9 and 10... Thank God the Buff hit... I was kickin my self in the buttox. Now I love em
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Post by zman on Apr 19, 2017 22:03:10 GMT -5
I'm on IOS in a Expert I and have been using my Rog as my opening beacon capper with Tums or orkans for a while now, I like it, Have been anticipating the new Tum reload mechanic. The buffs will make him better and worth it and caused me to break out my spare set of Orkans for it. It definitely was lacking, but still had the right amount of mobility and firepower for me, even if it felt lacking. Now, it'll be amazing. If I was a good pilot in the old Rog, I'll be a freaking nightmare in the new one.
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Post by zman on Apr 19, 2017 22:04:06 GMT -5
The Rog and the Griffin are the best Trebuchet magnets. One jump, 3 yellow bars hit you and you're down to half health. At least with the speed buff you don't need to jump all that much. It isn't required for movement speed not, just additional mobility.
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Post by zman on Apr 19, 2017 22:04:39 GMT -5
The Rog and the Griffin are the best Trebuchet magnets. One jump, 3 yellow bars hit you and you're down to half health. At least with the speed buff you don't need to jump all that much. It isn't required for movement speed not, just additional mobility. Plus, those trebs have been getting replaced with teidents for a while now. Thankfully less of them on the field these days.
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Post by ⓣⓡⓘⓒⓚⓨ48 on Apr 20, 2017 8:07:48 GMT -5
Firstly, what everyone is forgetting is there is more than one Opponent. Jumping into Tulumba range, unloading then trying to find a safe place to hide is a Fool's errand. It's inevitable She will be caught in a crossfire or fail to see her Opponent's teammate closing in. My experience, currently using one as well as on the TS, was to range my Opponent with Molots, not for damage but for fear of annihilation. Secondly, the "Jump" function can be damaged - then what? You've lost your advantage and are now Prey. Think about the battlefield... OK... man, I am not trying to be thick... but hear me out. It is easy to get into and out of Tulu range in a Rog. If tons of players can do it in a Griff... why do you think the Rog is worse? Battlefield awareness is how you keep from getting into a cross fire. In any bot. You are going to lose bots. It's part of it, that is why we have 5 slots. I use an RBD all the time and have no issues with it... Even better when in the Rog. Just not sure why you think that we don't realize that there is more than 1 Red and that we need to keep eyes open for bad guys... yet Tulu users understand that and can adapt... just like with any other weapon and in any other bot. And yes, the jump can be damaged. The Rog is fast enough to still get where he needs to go even if legs are damaged as well as the Jump. Molot mk 2s could do a decent job against the right targets, but the Griff does that job better. The Rog has the speed to take any weapons platform and use it to an advantage that others can't match. I wouldn't fear annihilation as long as awareness is foremost in my mind. Anyway, just trying to reassure you... the Rog isn't a death trap... I run mine with all 3 of the main Medium weapons, Tulus included with Orks or Tarans, and have no problem bringing them to bear when needed and bailing out when I'm overwhelmed by Reds. Others here are even better pilots of this beast, and I guarantee that they don't just sit back and pop things with Molots... they get up close and use the Orks and Tarans and Punishers and they stay medium range and use Tulus and, yes, even Hydras *shudders* and still feel like posting how awesome it is. Just sayin, it's all good my Firery-Facial-Haired friend.
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Post by Firebeard on Apr 20, 2017 9:38:23 GMT -5
Firstly, what everyone is forgetting is there is more than one Opponent. Jumping into Tulumba range, unloading then trying to find a safe place to hide is a Fool's errand. It's inevitable She will be caught in a crossfire or fail to see her Opponent's teammate closing in. My experience, currently using one as well as on the TS, was to range my Opponent with Molots, not for damage but for fear of annihilation. Secondly, the "Jump" function can be damaged - then what? You've lost your advantage and are now Prey. Think about the battlefield... OK... man, I am not trying to be thick... but hear me out. It is easy to get into and out of Tulu range in a Rog. If tons of players can do it in a Griff... why do you think the Rog is worse? Battlefield awareness is how you keep from getting into a cross fire. In any bot. You are going to lose bots. It's part of it, that is why we have 5 slots. I use an RBD all the time and have no issues with it... Even better when in the Rog. Just not sure why you think that we don't realize that there is more than 1 Red and that we need to keep eyes open for bad guys... yet Tulu users understand that and can adapt... just like with any other weapon and in any other bot. And yes, the jump can be damaged. The Rog is fast enough to still get where he needs to go even if legs are damaged as well as the Jump. Molot mk 2s could do a decent job against the right targets, but the Griff does that job better. The Rog has the speed to take any weapons platform and use it to an advantage that others can't match. I wouldn't fear annihilation as long as awareness is foremost in my mind. Anyway, just trying to reassure you... the Rog isn't a death trap... I run mine with all 3 of the main Medium weapons, Tulus included with Orks or Tarans, and have no problem bringing them to bear when needed and bailing out when I'm overwhelmed by Reds. Others here are even better pilots of this beast, and I guarantee that they don't just sit back and pop things with Molots... they get up close and use the Orks and Tarans and Punishers and they stay medium range and use Tulus and, yes, even Hydras *shudders* and still feel like posting how awesome it is. Just sayin, it's all good my Firery-Facial-Haired friend. You misunderstand. I like the Rogotka. I wouldn't have spent $26 for 2500 Gold to buy one and binned my Griffin, if I didn't lol My concern is the durability. In the event of, crossfire or caught reloading, it can't survive - jumping or running to evade Spirals or the Zeus. Since the Rogotka relies heavily upon its abilities, loss of one or both will spell certain doom for the Pilot. This is why I advocate ranged weaponry for its current model. Molots, in my opinion are best suited for this purpose and fit well. The Rogotka is purpose-built to Run and Gun, the low durability makes it necessary to remain outside enemy weapon range. This of course is my opinion, tested on various setups with survivability in mind.
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